Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment 10 clan and traditional, and a burning hatred of goblins and ores-these common threads unite all dwarves.

Dwarf Traits

Choose one of these subraces.

Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50, On average, they live about 350 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilienee: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

HILL DWARF

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase: Your Wisdom score increases by 1.

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

MOUNTAIN DWARF

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration.

Ability Score Increase: Your Strength score increases by 2.

Dwarven Armor Training: You have proficiency with light and medium armor.

Dwarves are well liked and widely accepted, and are well known for their work ethic, whether they are a blacksmith, baker, or politician. Stereotypes tend to cast dwarves as being overly fond of both money and alcohol, though in truth most will put family and clan above all else. Most worship the Sovereign Host, especially Dol Arrah, Kol Korran, and Onatar.

Hill dwarves and mountain dwarves appear with equal consistency across the entire race, though individual clans tend to lean one way or the other. Regardless of subrace, most dwarves hold grudge with orcs, especially the Jhorash'Tar clan, who fought the dwarves for control of the Ironroot mountains many thousands of years ago. The dwarves traveled there seeking to escape the harsh cold of their native lands, the Frostfell.

Dragonmarked dwarves are of House Kundarak, which was once a clan like any other before it gained great influence thanks to the Mark of Warding. As a result, most of the economy rests in the hands of dwarves, because House Kundarak controls the banking system. Between their sheer economic strength and good reputation, they also exert a considerable political pressure on every nation in Khorvaire.

Added in Mordenkainen's Tome of Foes

DUERGAR

Duergar have the dwarf traits in the Player's Handbook, plus the traits below.

Ability Score Increase. Your Strength score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Extra Language. You can speak, read, and write Undercommon.

Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Duergar Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight